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ASM Projects show-off thread

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Well, I haven't really done any C++, so I can only guess about what the code does, also, with these variable names, I'm kinda too lazy to try and understand it right now =w=

Anyway, is this suppose ot be a random number generator or something?
And why write it in a "65c815 asm" manner?
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Originally posted by JackTheSpades
Well, I haven't really done any C++, so I can only guess about what the code does, also, with these variable names, I'm kinda too lazy to try and understand it right now =w=

Anyway, is this suppose ot be a random number generator or something?
And why write it in a "65c815 asm" manner?


It's rewriting a subroutine made in asm (first link) in C++ (second link).

Naturally it's going to do the same math as the asm subroutine. At least if I got the carry flag correct.

And it's a random number generator, hence the name "GetRand".

Also now that I'm clear on what affects the carry flag, I could remove some of those Process_C's. Or at least I don't need to check the flag that much.



what the hell is setw

Edit: fixt


http://pastebin.com/QJi29Hih

edit:
1 byte of entropy gets trapped in repetition after 1280 numbers
2 bytes of entropy gets trapped in repetition after 640 numbers
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
super maria worlf

https://www.youtube.com/watch?v=fq7WGCcPGjQ
I own a community of TF2 servers!

ASMT - A new revolutionary ASM system, aka 65c816 ASseMbly Thing
SMWCP - SMW Central Presents a Product- tion long name

frog

http://esolangs.org/wiki/MarioLANG
Originally posted by chdata
*video


the magic of asm worlf
So, after struggling all day and all night with ASM,I did a thing.

I'll post it here, since this is not even worthy of videos or screenshots, yet, it's just the pysichs engine and all ASM/Hex changes I made. I hope I can post it here!

Patch to a clean (U) rom, here are everything you need to know:

New things:
-You can double jump!
-You can wall-jump!
-You can do a dropkick (Down in mid-air), but it won't affect blocks in ghost form.
-Air meter! Except in ghost form, you can't breathe forever underwater!
-Cape -> Ghost form. Use your phantom run to go through iron bars and enemies! You can also hold the jump button to slowly glide. However, you can't fly or capespin, in order to avoid overpowering.
-Powerup roulette! Test your luck at the end of each level!

Changed things:
-SMB3 goombas!
-SMB3 koopas!

Non-existing things:
-Yoshi. Double jumping makes him redundant to getting an extra boost, and the ghost form makes him redundant because you can just run on munchers.

-Running up walls. Because I didn't want to.

-Original ending tapes. Because lame.

So, please tell me what do you think about the new mechanics (ASM forum :P). And thanks for reading! ^.^
Your current hack demo, its very good for a beginner.
There are quite a few things you may want to fix up over time.
One of them is the overworld is this a free roaming map or no ?
Personally I rather have the player beat the level to get to the next one.
Palette wise its alright for the time being, but I wouldnt stick with standard smw colors.
The gfx mainly the water tiles and mud, I feel it could use something better than smw default ones.

My only gripe about your over all hack, you really didn't specify which rom version to use.
Examples: smwc.(e)smc or smwc.(u)smc.

Over all I like what I see but I recommend you take your time with it. Throw a demo out here and there before a final release.

If you need someone to bug test it throw it my way and I'll be happy to test it.

-Mini-Tech-




Well, thank you for your review, but as I think I said (And if I didn't, i say it now :P), the demo is mostly to see if anyone who plays likes the engine tweaks and patches I either made or applied.

The rom is the (U) clean rom, sorry about that ^^U

The overworld is VERY alpha, obviously I'll do something better for a demo release. Regarding the graphics, well, I actually wanted to make a vainilla-ish hack, not too much ExGFX, custom sprites and such, mostly focusing on level design. So, thank you for your review, but I'd appreciate more if you(or anyone else!) could review the double jump, dropkick, ghost form, or anything new I added. This is the ASM showcase thread, after all :P
Originally posted by SuperMariaSis
This is the ASM showcase thread, after all :P


I already did that but I didn't comment on that because I was disappointed in it.
I'll leave you with this remark, you have to many abilities for super maria.
For her to do all of that jumping and what not to reach a simple item or coins ? o0
Take out some of them and then focus on the levels to make good use of that.
Even with yoshi's standard double jump, that would be enough to reach blah blah items. :/

Keep the ground stomp keep the wall jump skills, the floating I don't really agree on it.
Not unless you have ground enemies or spikes that will do considerable damages to the player.




Originally posted by Mini-Tech
My only gripe about your over all hack, you really didn't specify which rom version to use.
Examples: smwc.(e)smc or smwc.(u)smc.

99.99% of every hack/patch/tool/whatever is meant for v1.0 (U)
Seems good, MrAwesome8. Even though they're simple, it's pretty well done. Would be better if the yoshi spawned like how normal yoshi block works, but this method works well too.
~~~~~~~~~~~~~~~~~~
So I decided to work a bit with dynamic scanline size HDMA gradient to workaround an boss battle that I won't have background available and here is what I got: https://www.youtube.com/watch?v=02e34h3LB0I. You can use any HDMA gradient.
GitHub - Twitter - YouTube - SnesLab Discord
@MrAwesome8: That's very fancy.
@Vitor Vilela: Wow! I can imagine a desert gradient moving like this.
I guess its code would be tricky to edit.
I have some questions about the Metool Sprite:

1) This is a normal or dynamic Sprite?
2) Can Mario stomp the Metool Sprite? (Without the megaman suit)
...#ab{O.O} is all I can say. That, and "this is the most elegant gravity flip I've ever seen". Fantastic job.

Not to be pulling a roberto here, but seriously, not releasing this eventually would be a shame.


 
asdfg. yxcvb. qwert. >_>

In all honesty, this is awesome. I can't wait to see more of Touhou Mario 2. :D Very nice job there.

Extras



I should have something witty to put here (even if it's just to update dated info), shouldn't I?

Advertising Space

Originally posted by WhiteYoshiEgg
...#ab{O.O} is all I can say. That, and "this is the most elegant gravity flip I've ever seen". Fantastic job.

Not to be pulling a roberto here, but seriously, not releasing this eventually would be a shame.


I can't see a single practical use for it that doesn't require On/Off blocks, honestly.

I'm not even using with ON/OFF blocks #tb{:p}
I just used them to demonstrate.

For now it's trigged if the player reaches a certain screen after some time and on boss of course.

About releasing it, I'm not sure... Like MrDeePay said there are not many uses available
GitHub - Twitter - YouTube - SnesLab Discord
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